I like this! I’ve been working on the concept of hunting system and I think this unique feature can be incorporated in nicely. [up]
Just to mention here a little bit in case I’m too lazy to post a new thread. In a revised hunting system (consists of chase hunting, ambush hunting, and pack hunting), the ambush hunting will involve a unique sneaking movement in real time (non-scripted animation).
Depending on the attacking stats, combat infamy of the predators and environmental conditions (Within forest, tall grass, night etc) the movement will have varying degree of:-
- Detectability (Radius of detection is smaller with skilled hunters)
- Mobility (Sneaking movement is faster with skilled hunters)
- Efficiency (Skilled hunters tend to make use of forest/tall grass for its sneaky ambush hunting, to which both the detectability and mobility are improved depending on the type and density of the foliage, the predator size, and time of the day)
- Visual, acoustic cues (Skilled hunters will make less changes to the environment – softer noise, less foliage movement etc. This is for 1st person mode, if any in the future)
Meanwhile, the detectability parameter is mutual. It also depends on the prey’s defense stats and combat infamy, experienced herbivores has higher awareness value and will flee at a longer range comparing to the novice ones. If no fleeing is the case, the hunting proceeds with a scripted killing animation as of now. Otherwise, there will be a chase hunting system (a big topic I’m going to introduce in the future) that follows.
So, in this case for the Indoraptor, it can be made in such to be the king of ambush hunting with maximum mobility, efficiency, and minimum detectability. Beware! He will sneak in lightning speed to your back before you know it and this is more likely to happen in dark corners or during night time. [uhh]